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Swordmage (Text Only)

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18 views20 pages

Swordmage (Text Only)

Uploaded by

khyeljogandorpg
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Swordmage By Fanatic66

T
he halfling thief looks around as an ogre finds Creating a Swordmage
its hiding spot. As the ogre slams its club
down, a swordsman appears with a flash of As you build your swordmage, carefully consider two
blue light to block the club with his glowing elements of your character's background: Where were they
sword. Between him and his halfling friend, trained and what weapon will they bond with? Some large
they easily dispatch the surprised ogre. cities, especially among more magical cultures such as the
The mighty dragon breathes fire at the elves, might have institutions that train aspiring swordmages.
intruder, but the lightly armored elf smiles unconcerned. She Perhaps you were a trained soldier chosen for your
strides through the fire, a reddish, magical barrier protecting intelligence to learn magic in order to help your cause win a
her from the worst of the flames. The shocked dragon has war. Maybe you apprenticed with a swordmage mentor who
little time to react to the impossibly alive elf before her blade taught you all they knew and you are now striking out on your
starts cutting through the dragon's scales. own.
As the bandit's blade threatens to cut the pale warrior in Furthermore, how does your swordmage fight? The
half, the warrior simply twists his hand and mutters an weapon you bond with is an important choice. Was the
arcane word of power. The bandit cries out in pain as his weapon a family heirloom or perhaps passed down from the
sword arm suddenly stops in place. With a chilling smile, the master that taught you everything you know? Or did you earn
warrior plunges his blade into the bandit savoring the this weapon in combat and it represents your first victory?
warmth of vitality gained from the bandit's blood.
All these magical warriors are swordmages, combatants Quick Build
that blend magic and martial might. Regardless of a You can make a swordmage quickly by following these
swordmage's magical specialization, magic is crucial to a suggestions. First, your highest ability score should be
swordmage. Unlike more mundane warriors, swordmages Dexterity or Strength, depending on whether you want to
rely on magic to boost their defensive and offensive focus on regular melee weapons or on finesse melee
capabilities. weapons. Your next-highest score should be Intelligence as
this determines the power of your magic. Second, choose the
It's All About the Blade soldier or scholar background.
Swordmages spend as much time learning magic as they do
practicing their bladework. The synthesis of these dual Class Features
studies is represented by a swordmage's weapon, which As a swordmage, you gain the following class features.
through magical bonding becomes the conduit of a
swordmage's magic. As a wizard records their spell Hit Points
knowledge in a spellbook, a swordmage inscribes their Hit Dice: 1d8 per swordmage level
magical knowledge as glyphs onto their bonded weapon. Hit Points at 1st Level: 8 + Constitution modifier
Since a swordmage's bonded weapon is not only their tool in Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
combat, but also their source of magic, swordmages treat this modifier per swordmage level after 1st
weapon with the utmost care. Although the name implies
sword wielders, some swordmages choose other weapons Proficiencies
such as axes, spears, or flails. Armor: Light armor and medium armor
Weapons: Simple weapons, martial weapons
Timeless Tradition Tools: None
Some say the swordmage tradition started with the elves who Saving Throws: Constitution, Intelligence
once sought to create guardians against a forgotten darkness. Skills: Choose two from Acrobatics, Arcana, Athletics,
Others speak of the magical warriors of fearsome githyanki History, Insight, and Investigation
that terrorize the Astral Sea. Regardless of the tradition's Equipment
origins, the path of the swordmage entices those ambitious You start with equipment granted by your background, plus
enough to focus on two opposing arts: swordplay and magic. either a number of gold coins equal to 5d4 x 10 or choose
As the swordmage tradition has grown in popularity, many among the following equipment:
beyond elves and githyanki have chosen this ambitious
practice. Some swordmages were once simple warriors that (a) two martial melee weapons or (b) a longbow and a
after witnessing the wonders of devastation of the arcane, quiver of 20 arrows
then decided to incorporate magic into their fighting style. (a) a scholar’s pack or (b) an explorer’s pack
Other swordmages were once apprentice mages that after a (a) scale mail or (b) leather armor
formative event, then realized magic was not enough to
survive and achieve their ambitions. Either way, a swordmage
requires a dedicated mind and body. One must seek new
knowledge but also practice martial excellence.

1 Swordmage
Swordmage Table
Level Proficiency Bonus Features Blade Magic Uses Cantrips Spells Known 1st 2nd 3rd 4th 5th
1st +2 Arcane Weapon, Spellcasting — 2 2 2 — — — —
2nd +2 Blade Magic 2 2 3 2 — — — —
3rd +2 Swordmage Tradition 2 2 4 3 — — — —
4th +2 Ability Score Improvement 2 2 4 3 — — — —
5th +3 Greater Blade Magic 3 2 5 4 2 — — —
6th +3 Magical Armory 3 2 5 4 2 — — —
7th +3 Archetype Feature 3 2 6 4 3 — — —
8th +3 Ability Score Improvement 3 2 6 4 3 — — —
9th +4 — 4 2 7 4 3 2 — —
10th +4 Favored Spell 4 3 7 4 3 2 — —
11th +4 Archetype Feature 4 3 8 4 3 3 — —
12th +4 Ability Score Improvement 4 3 8 4 3 3 — —
13th +5 — 5 3 9 4 3 3 1 —
14th +5 Spell Parry 5 4 9 4 3 3 1 —
15th +5 Archetype Feature 5 4 10 4 3 3 2 —
16th +5 Ability Score Improvement 5 4 10 4 3 3 2 —
17th +6 — 6 4 11 4 3 3 3 1
18th +6 Spellsword Supreme 6 4 11 4 3 3 3 1
19th +6 Ability Score Improvement 6 4 12 4 3 3 3 2
20th +6 Archetype Feature 6 4 12 4 3 3 3 2

Arcane Weapon Spellcasting


At 1st level, you learn a ritual that magically transforms one You've studied the battle application of magic and inscribe
weapon into your magical conduit. You perform the ritual your chosen weapon with a handful of spells to augment your
over the course of 1 hour, which can be done during a short fighting style. You channel your magic through your Arcane
rest. The weapon must be within your reach throughout the Weapon, which appears to others as if you're producing
ritual, at the conclusion of which you touch the weapon and magical wonders as you fight.
transform it into your Arcane Weapon. The chosen weapon
becomes your spellcasting focus for your swordmage spells. Weapon Required
You produce your swordmage spell effects through your
If your Arcane Weapon is within a mile of you, you can blade. You must have a spellcasting focus-specifically your
summon that weapon as a bonus action on your turn, Arcane Weapon or another weapon-in hand when you cast
causing it to teleport instantly to your hand. any spell with this Spellcasting feature (meaning the spell
If your Arcane Weapon is broken or damaged, you can has a "M" component when you cast it).
spend 1 hour to magically repair the weapon.
Your Arcane Weapon can shed bright light in a 5-foot Cantrips (0-Level Spells)
radius and dim light for an additional 5 feet. As an action, At 1st level, you know two cantrips of your choice from the
you can turn the light off or on. swordmage spell list. At higher levels, you learn additional
If your Arcane Weapon lacks the two-handed property, and swordmage cantrips of your choice, as shown in the Cantrips
you are wielding it in one hand with another hand free, Known column of the swordmage table.
then you gain a magical +1 bonus to your AC. If you use When you gain a level in this class, you can replace one of
two hands to make an attack with your Arcane Weapon, the swordmage cantrips you know with another cantrip from
then you lose this magical bonus until the start of your the swordmage spell list.
next turn.
If you attempt to bond with another weapon, you must
break the bond with your current Arcane Weapon.

Swordmage 2
Spell Slots Aegis
The Swordmage table shows how many spell slots you have Your swordmage tradition gives you a powerful dweomer
to cast your swordmage spells of 1st level and higher. To cast called an Aegis. Each Aegis provided by your tradition
one of these swordmage spells, you must expend a slot of the explains how to use it. You must then finish a short or long
spell’s level or higher. You regain all expended spell slots rest to use your Aegis again.
when you finish a long rest. The saving throw DC for your Aegis effects is equal to your
swordmage spell save DC.
Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the Ability Score Improvement
swordmage spell list. When you reach 4th level, and again at 8th, 12th, 16th, and
The Spells Known column of the Swordmage table shows 19th level, you can increase one ability score of your choice
when you learn more swordmage spells of your choice. Each by 2, or you can increase two ability scores of your choice by
of these spells must be of a level for which you have spell 1. As normal, you can’t increase an ability score above 20
slots. For instance, when you reach 5th level in this class, you using this feature. Using the optional feats rule, you can forgo
can learn one new spell of 1st or 2nd level. taking this feature to take a feat of your choice instead.
Additionally, when you gain a level in this class, you can
choose one of the swordmage spells you know and replace it Greater Blade Magic
with another spell from the swordmage spell list, which also
must be of a level for which you have spell slots. Starting at 5th level of this class, after you use your action to
cast a cantrip, you can make one weapon attack as part of the
Spellcasting Ability same action without expending a use of Blade Magic.
Intelligence is your spellcasting ability for your swordmage
spells, since your magic reflects your arcane studies. You use Magical Armory
your Intelligence whenever a spell refers to your spellcasting At 6th level, you can bind equipment to yourself in the same
ability. In addition, you use your Intelligence modifier when ritual you use to transform a weapon into your Arcane
setting the saving throw DC for a swordmage spell you cast Weapon. You can bind a number of equipment equal to your
and when making an attack roll with one. proficiency bonus. If the equipment belongs to another
Spell save DC = 8 + your proficiency bonus + your creature, then the ritual fails if the creature doesn't consent
Intelligence modifier to the ritual. If you attempt to bond with another equipment
Spell attack modifier = your proficiency bonus + your beyond your maximum limit, you must break the bond with
Intelligence modifier one of the other items.
Spellcasting Focus: You can use your Arcane Weapon as If your Arcane Weapon or any bound equipment are on the
your spellcasting focus for swordmage spells. same plane of existence as you, you can summon any number
of them as a bonus action on your turn, causing the bound
See chapter 10 of the Player’s Handbook for the general equipment to teleport to you, and instantly equipping the
rules of spellcasting. items in the process. If any of the bound equipment belongs
to another creature, and that creature is within 30 feet of you,
Blade Magic then the item is equipped to that creature. If the equipper has
Starting at 2nd level, you can seamlessly blend your magic another item equipped, then the previously equipped item
and bladework. After you use your action to cast a spell, you falls to the ground as part of this action. If the equipper isn't
can make one weapon attack as part of the same action. willing, then the summoned item falls to the ground.
Once you have used Blade Magic the number of times
shown for your swordmage level in the Blade Magic Uses Favored Spell
column of the Swordmage table, you must finish a long rest By 10th level, after much practice and study, you have
before you can use Blade Magic again. mastered the art of combining a specific spell with your
blade. Choose a swordmage spell that you know. You can use
Swordmage Tradition Blade Magic when casting that spell without expending a use
When you reach 3rd level, you choose a tradition that reflects of Blade Magic.
your magical specialization. The details on the specific By spending 8 hours in study, you can change your Favored
traditions are at the end of this document. Spell that you chose for a different swordmage spell.
Your choice grants you features at 3rd level and again at
7th, 11th, 15th, and 20th level. Those features also include Spell Parry
aegis spells and an aegis. At 14th level, when you see a creature within 60 feet of you
cast a spell, you can use your reaction to interrupt their spell
Aegis Spells with your weapon. The spell must target only a single
Each swordmage tradition has a list of additional spells that creature within 15 feet of you. Make a weapon attack roll
you automatically learn at the denoted levels. The spells against the caster's spell save DC. On a success, the caster's
count as Swordmage spells for you, but do not count against spell fails and has no effect.
the number of Swordmage spells you know. You can use this feature a number of times equal to your
Intelligence modifier (a minimum of once). You regain
expended uses when you finish a long rest.

3 Swordmage
Spellsword Supreme If you come across a spell in written form, such as a
magical scroll or a wizard's spellbook, you might be able to
Starting at 18th level, you have mastered the art of blending add it to your ritual book. The spell must be on the wizard's
together sword and spell. If you roll initiative and have no spell list, the spell's level must be of a level you can cast, and
uses of Blade Magic remaining, you regain one use of it. it must have the ritual tag. The process of copying the spell
into your ritual books takes 2 hours per level of the spells,
Swordmage Traditions and costs 50 gp per level of the spell. This cost represents
material components spent on practicing the spell, as well as
Most swordmages prioritize certain types of magic and the fine inks you must use to record it.
choosing your tradition reflects your arcane preferences and
possible schooling. You fully specialize when you reach 3rd Scholarly Recall
level, and the power you gain represents the culmination of Starting at 11th level, you can quickly remember a spell
all of your training. you've read about that would help in your situation. As a
bonus action, you gain the ability to cast one spell of your
Swordscholar choice from the swordmage's spell list. The spell must be of a
Swordmages that become Swordscholars refrain from level for which you have spell slots, and you follow the normal
specializing in a type of magic, but instead prefer a more rules for casting it, including expending a spell slot. The
holistic approach. Their rigorous studies reward them with ability to cast the spell vanishes from your mind when you
magical secrets unknown to other swordmages. cast it or when the current turn ends.
Once you use this feature, you can't use it again until you
Aegis finish a long rest.
When you take this archetype at 3rd level, you gain the
following Aegis option: Spell Echo
Aegis of Spellcraft: As a bonus action, you can activate When you reach 15th level, after casting a spell, you retain an
this Aegis to empower nearby magic. When you cast a spell echo of the spell's energy to empower you in combat. When
that deals damage, you can add your proficiency bonus to one you cast a spell of 1st level or higher, you can gain one of the
damage roll of that spell. If a creature within 30 feet of you following effects depending on the spell's school that last
casts a spell that deals damage, you can use your reaction to until the end of your next turn:
add the same bonus to their spell. Spell School Spell Echo
Your Aegis lasts for 1 minute, ending early if you fall
unconscious or die. Abjuration your AC and saving throws gain a bonus
equal to the spell's level
Aegis Spells Conjuration You can immediately teleport up to 60 feet
At 3rd level, you can learn a 1st level spell from the wizard to an unoccupied space that you can see
class. The chosen spell counts as a swordmage spell for you. Divination you have advantage on all attack rolls
At higher levels of this class, you learn additional wizard Enchantment all creatures of your choice within 15 feet
spells at 5th, 9th, 13th, and 17th level as shown in the of you must make a Wisdom saving throw
Swordscholar Spells table. against your swordmage DC or be
frightened
Swordscholar Spells
Swordmage Level Spells Evocation your next weapon attack that hits deals
additional force damage equal to 1d10 per
3rd a 1st level wizard spell of your choice spell level
5th a 2nd level wizard spell of your choice Illusion your form blurs and creatures have
9th a 3rd level wizard spell of your choice disadvantage on attacks rolls against you

13th a 4th level wizard spell of your choice Necromancy when you damage a creature with a
weapon attack, you regain hit points equal
17th a 5th level wizard spell of your choice to half the amount of damage dealt
Transmutation you gain an additional action each turn that
Studious Learner can be used only to take the Attack (one
Starting at 3rd level, you have picked up useful tidbits of weapon attack only), Dash, or Disengage
knowledge. You learn a cantrip from the wizard class and action
either a language or tool proficiency of your choice.
Once you use this feature, you can't use it again until you
Ritualist finish a short or long rest.
At 7th level, you have delved deeper into esoteric studies and
have learned to cast spells as rituals. You gain a ritual book, Magical Thesis
which contains the spells you can cast as a ritual as long as At 20th level, your magical studies reach a culmination as you
you have the book on hand. Your ritual book starts off with study powerful magic beyond your peers. You learn a 6th level
two 1st level spells and one 2nd level spell with the ritual tag spell from the wizard class. The spell counts as a swordmage
from the wizard class. If you already have a ritual book, you spell for you. You can cast the chosen spell once without
can add those spells to your book. expending a spell slot. You must finish a long rest before you
can do so again.
Swordmage 4
Blade Summoner Pinning Spear
Unlike other swordmages, Blade Summoner specialize in At 11th level, you can launch a conjured weapon to impale a
conjuring magical weapons to overwhelm foes in battle. foe. As an action, choose a creature within 30 feet of you. The
Blade Summoners require intense focus in order to control target must make a Dexterity saving throw against your
their conjurations and their own weapon. swordmage spell save DC. The target takes 4d6 piercing
damage on a failed save, or half as much damage on a
Aegis successful one.
When you take this archetype at 3rd level, you gain the Also on a failure, if the target is on solid ground or next to a
following Aegis option: solid mass (such as a wall or tree), they are restrained. The
Aegis of the Blade: As a bonus action, you create a creature can use its action to make a Strength check against
floating magical weapon called an Aegis Blade within 30 feet your swordmage spell save DC. If it succeeds, the weapon is
of you. When you activate this aegis, you can make a melee removed and vanishes, and the creature is no longer
attack against a creature within range of the weapon. On a restrained.
hit, the target takes force damage equal to 1d8 + your ability Once you use this feature, you can't use it again until after a
modifier. The ability modifier you use for your Aegis Blade is short or long rest.
the same modifier you use for your Arcane Weapon. Sword Dash
As a bonus action on your turn, you can move your Aegis When you reach 15th level, you can dimensionally follow your
Blade up to 30 feet and repeat the attack against a creature summoned blade. After you use your bonus action to
within range of it. command your Aegis Blade, you can teleport to an
At 15th level of this class, the damage from your Aegis unoccupied space adjacent to your Aegis Blade as part of the
Blade increases to 2d8. Your Aegis Blade lasts for 1 minute, same bonus action. The teleportation fails if your Aegis Blade
ending early if you fall unconscious or die. is more than 60 feet from you.
Conjure Steel Dance of Steel
At 3rd level, you can conjure weapons out of magical energy At 20th level, as a bonus action or as part of your bonus
using your knowledge of craftsmanship. You gain proficiency action to activate your Aegis, you summon magical weapons
in smith's tools. that dance around you in a 15-foot aura that lasts for 1
You can also perform a ritual over the course of 1 hour, minute. Any creature of your choice that enters the aura for
which can be done during a short rest, to create any weapon. the first time or starts their turn in your aura takes 4d8
The weapon you create cannot be magical. slashing damage. Any creature within the aura has half cover
You can have a number of created weapons up to your to creatures outside of the aura, and the aura's space is
proficiency bonus. If you are at your maximum limit of difficult terrain to any creature but you.
created weapons, and you attempt to create a new weapon, Once you use this feature, you can't use it again until after a
then you must destroy one of your previously created long rest.
weapons.
Aegis Spells Chronomancer
You gain aegis spells at the swordmage level listed below. Some swordmages seek to master the dangerous magic of
chronurgy-the manipulation of time. Fascinated by past
Blade Summoner Spells events or altering the future, Chronomancers channel time
Swordmage Level Spells magic to aid them in battle.
3rd shield
Aegis
5th cloud of daggers When you take this archetype at 3rd level, you gain the
9th blade storm following Aegis option:
13th fabricate Aegis of Time: As a bonus action, you can activate this
Aegis to speed up time around yourself. You can immediately
17th animate objects take the Attack (one weapon attack only), Dash, Disengage,
Hide, or Use an Object action as part of the bonus action to
Blade Parry activate this Aegis. For the duration of this Aegis, you can use
Starting at 7th level, you can use your weapon or your your bonus action to gain the same benefit. Your Aegis lasts
summoned blade to block attacks. When you see another for 1 minute, ending early if you fall unconscious or die.
creature hit with a melee attack and you or your Aegis Blade
are within melee range of the creature, you can use your
reaction to add your proficiency bonus to the attacked target's
AC for that attack, potentially causing the attack to miss.

5 Swordmage
Aegis Spells Time Beacon
You gain aegis spells at the swordmage level listed below. At 20th level, as a bonus action, you can create a beacon in
time, intending to return to it if things go wrong. Keep careful
Chronomancer Spells track of everything that happens in this turn. At the end of
Swordmage Level Spells your turn, you can choose to rewind time back to just after
3rd gift of alacrity you used Time Beacon, undoing any harmful effects that
happened to you during that turn including any damage you
5th predictive blade (new spell) took. You also regain any expended resources spent during
9th slow that turn.
13th divination Once you use this feature, you can't use it again until after a
long rest.
17th temporal shunt
Crimson Knight
Time Keeper By becoming a Crimson Knight, you focus your studies on
At 3rd level, by studying chronurgy, you have a knack for necromancy and the terrifying art of blood magic. Crimson
historical facts. You always know how the number of hours Knights are often feared for their dark magic, but not all
left before the next sunrise or sunset. You gain proficiency in these swordmages are evil: some use blood magic to combat
the History skill. greater evils, while other Crimson Knights ruthlessly bend
You can subtly manipulate time to improve your fortunes. others to their will.
You know the guidance cantrip.
Timeline Insight Aegis
Starting at 7th level, you can briefly peer into other timelines. When you take this archetype at 3rd level, you gain the
Whenever you finish a short or long rest, you can gain one following Aegis option:
skill, language, or tool proficiency of your choice, as you Aegis of Terror: As a bonus action you can activate this
temporarily gain the talents of a version of you in a different Aegis to terrify your foes with dark magic. When you hit a
timeline. This proficiency lasts until you use this feature creature with a melee weapon attack, you can attempt to
again. frighten the creature. The hit creature must succeed on a
When you see a creature within 30 feet of you fail an attack Wisdom saving throw or be frightened of you until the end of
roll, ability check, or saving throw, you can use your reaction your next turn. You can only successfully frighten any
to find a timeline where the creature succeeds. The chosen creature in this way once per turn. Your Aegis lasts for 1
creature can reroll, and use the better result. Once you use minute, ending early if you fall unconscious or die.
this feature, you can't use it again until after a short or long Aegis Spells
rest. You gain aegis spells at the swordmage level listed below.
Impossible Step Crimson Knight Spells
At 11th level, you move so fast, it appears to outside Swordmage Level Spells
observers that you are vanishing from one spot to the next.
While your Aegis is active, and you use your bonus action to 3rd cause fear
dash, you can instead teleport up to 30 feet to an unoccupied 5th hold person
space that you can see. 9th vampiric touch
Temporal Stasis 13th festering blade (new spell)
When you reach 15th level, you can lock a creature in a 17th hold monster
moment of time. As an action, choose a creature within 30
feet of you that you can see. If the creature is willing, then Blood Sense
they are locked in time for 1 minute. While locked in time, the At 3rd level, you can feel the flowing blood of nearby beings.
target's speed is reduced to 0, and the target can't take any As an action, you can open your awareness to detect living
actions, be affected by any other effect, and is immune to all creatures. Until the end of your next turn, you know the
damage. The time lock lasts for 1 minute or until you end the location of any creature within 60 feet of you that is not
effect on your turn (no action required). behind total cover. You also know if a sensed creature is
An unwilling creature can make a Wisdom saving throw below its hit point maximum, or if the creature is diseased or
against your swordmage spell save DC. On a success, the poisoned. This feature does not work on undead or
creature isn't affected by this feature. At the end of each turn constructs.
of an unwilling, affected target, it can make a Wisdom saving You can use this feature a number of times equal to your
throw. On a success, the time lock ends on the target. proficiency bonus. When you finish a long rest, you regain all
Once you use this feature, you can't use it again until after a expended uses.
short or long rest.

Swordmage 6
Puppet Aegis Spells
Starting at 7th level, your blood magic can temporarily You gain aegis spells at the swordmage level listed below.
control others. When you see a creature within 30 feet of you
make an attack roll, ability check, or saving throw, you can Duplicitist Spells
use your reaction to impose disadvantage on the roll. If the Swordmage Level Spells
creature is frightened of you, then they also take necrotic 3rd disguise self
damage equal to your swordmage level.
This feature does not work on undead or constructs. Once 5th invisibility
you use this feature, you can't use it again until after a short 9th enemies abound
or long rest. 13th greater invisibility
Arcane Vitality 17th mislead
At 11th level, you can heal your wounds through sanguine
magic. As a bonus action, you can expend one spell slot to Cunning Trickery
regain hit points. The hit points healed is 1d10 plus your At 3rd level, you are a master at trickery. You know the minor
Intelligence modifier (a minimum of 1) for a 1st-level spell illusion cantrip and gain proficiency in either the Deception
slot, plus 1d10 for each spell level higher than 1st. or Stealth skill.
Tides of Crimson Beguiling Magic
When you reach 15th level, you unleash a burst of blood When you reach 7th level, your slippery magic makes your
magic to steal the vitality of nearby foes. As an action, choose subterfuge and spells difficult to resist. When you make an
any number of creatures within 20 feet of you. A chosen ability check using the proficiency you gained from your
creature must succeed on a Constitution saving throw Cunning Trickery feature, you gain a bonus to the check
against your spell save DC. If a creature is frightened of you, equal to your proficiency bonus.
then they have disadvantage on the saving throw. A creature When a creature makes a saving throw against one of your
takes 4d8 necrotic damage on a failure, and half as much on spells, you can impose disadvantage on the saving throw as a
a success. You regain hit points equal to half the damage reaction. Once you use this reaction, you can't use it again
taken by the creature. until after a short or long rest.
This feature does not work on undead or constructs. Once
you use this feature, you can't use it again until you finish a Master of Disguise
short or long rest. At 11th level, you can effortlessly cloak yourself in illusion.
You can cast disguise self at will, without expending a spell
Sanguine Puppeteer slot.
Beginning at 20th level, your frightful mastery of blood magic
lets you control others more easily. As a bonus action or as Illusive Escape
part of your bonus action to activate your Aegis, you enhance Starting at 15th level, you can quickly escape from danger
your blood magic for 1 minute. During this time, you regain while leaving behind a mirror image of yourself. When you
the use of your Puppet feature at the start of your turn. After turn invisible from a spell or your aegis, you can also teleport
you use Puppet against a creature, if the creature isn't up to 60 feet to an unoccupied space that you can see. You
already frightened of you, then the creature must succeed on also leave behind an illusionary image of you that shares your
a Wisdom saving throw against your spell save DC or be AC and saving throws. A creature that uses an action to
frightened of you until the end of your next turn. examine the image can determine that it is an illusion by
Once you use this feature, you can't use it again until after a succeeding on an Intelligence (Investigation) check against
long rest. your swordmage spell save DC.
The image lasts until your invisibility ends or if the image is
Duplicitist damaged.
By choosing the Duplicitist archetype, you weave illusions You can use this feature a number of times equal to your
and enchantments to become an illusive threat. Duplicitist proficiency bonus. You regain expended uses when you finish
swordmages are often deadly assassins, admirers of the fey, a long rest.
cunning warriors, or mischief makers. Double Trouble
Aegis At 20th level, you weave shadows together to create a near
When you take this archetype at 3rd level, you gain the copy of yourself. You can use your action to create a shadowy
following Aegis option: duplicate of yourself as if you had cast the simulacrum spell.
Aegis of Deception: As a bonus action, you can activate The duplicate's AC equals your own AC. It has a shadowy
this Aegis to become invisible until the end of your turn. For weapon that matches the statistics of your Arcane Weapon.
the duration of this Aegis, you can use your bonus action to The duplicate cannot use Double Trouble on itself.
gain the same benefit. The invisibility granted from your The shadowy duplicate fades away after 1 minute or once it
Aegis always ends early if you attack or cast a spell. Your falls to 0 hit points. Once you use this feature, you can't use it
Aegis lasts for 1 minute, ending early if you fall unconscious again until after a long rest.
or die.

7 Swordmage
Eldritch Sniper Starting at 15th level of this class, the damage increases to
4d8 for each arrow. Once you use this feature, you can't use it
A few, rare Swordmages forgo close quarter combat to again until you finish a short or long rest.
instead focus on engaging their enemies from afar. Eldritch
Snipers prefer to channel their battle magic through bows, Sniper's Scout
crossbows, or anything that can be thrown. At 11th level, you can use a piece of ammunition as a scrying
point. As a bonus action, you can create an invisible sensor
Aegis within 10 feet of a piece of ammunition or a weapon if it can
When you take this archetype at 3rd level, you gain the be thrown. As an action, you can see and hear through the
following Aegis option: sensor as if you were there. During this time, you are
Aegis of the Sniper: As a bonus action, you can activate deafened and blinded. The sensor moves with the
this Aegis to magically enhance your aim, and you gain ammunition, remaining within 10 feet of it. A creature that
advantage on your next ranged attack roll before the end of can see invisible objects sees the sensor as a luminous orb
your turn. If the attack hits, it deals an additional 1d6 force about the size of your fist.
damage. While this Aegis is active, you can use your bonus You can sustain this effect for up to 10 minutes, and you
action to gain the same benefit. Your Aegis lasts for 1 minute, can end it at any time (requires no action). The effect ends
ending early if you fall unconscious or die. early if the ammunition is destroyed or if you use this feature
on another piece of ammunition.
Eldritch Readiness
At 3rd level, you are never left empty handed in battle. If your Revealing Shot
Arcane Weapon requires ammunition and you are out of Starting at 15th level, as a bonus action or as part of your
ammunition, then mundane ammunition is magically created bonus action to activate your Aegis, you can rapidly fire a
as needed. If your Arcane Weapon has the Thrown property, bright beacon to an unoccupied space within 120 feet of you
then it magically returns to your hand after you throw it. to illuminate enemies. Each object within a 20-foot radius of
You also gain proficiency in woodcarver tools and your the space is outlined in light. Any creature of your choice
choice of the Perception or Stealth skill. within the area must succeed on a Dexterity saving throw
against your swordmage spell save DC or also be outlined in
Aegis Spells light. For 1 minute, objects and affected creatures shed dim
You gain aegis spells at the swordmage level listed below. light in a 10-foot radius.
Eldritch Sniper Spells Any attack roll against an affected creature or object has
advantage if the attacker can see it, and the affected creature
Swordmage Level Spells or object can't benefit from being invisible. If you hit an
3rd hail of thorns affected creature while you are under the effects of your
5th melf's acid arrow Aegis, then the bonus damage from your Aegis increases to
2d6.
9th conjure barrage Once you use this feature, you can't use it again until you
13th arcane eye finish a short or long rest.
17th conjure volley Death Arrow
At 20th level, when you hit a creature with a ranged weapon
Elemental Arrow attack, you can infuse the attack with deadly necromancy.
When you reach 7th level, you can enchant your arrows with The target must make a Constitution saving throw against
deadly elemental magic. When you hit a creature with a your spell save DC. On a failure, the target takes 8d10
ranged weapon attack, you can inflict elemental magic necrotic damage and half as much on a success. Additionally,
against the creature. You can choose from one of the if this attack reduces the target to 50 hit points or fewer, the
following effects: target dies.
Acidic Arrow: The creature takes 2d8 acid damage and Once you use this feature, you can't use it again until you
acid hinders their vision. The target must succeed on a finish a long rest.
Constitution saving throw against your swordmage spell Elementalist
save DC or be blinded until the end of your next turn.
Explosive Arrow: The arrow explodes in flames at it hits Elementalist are swordmages that specialize in magic
the creature. The target and all other creatures within 20 originating from the elemental planes. By binding the primal
feet of the target each take 2d8 fire damage. power of the planes to themselves, these swordmages
Frost Arrow: The creature takes 2d8 cold damage and become mortal embodiments of the elements. They might
frost begins to freeze their body. The target must succeed show minor physical manifestations of this power such as
on a Constitution saving throw against your swordmage earthen skin, an ozone smell, or damp hair.
spell save DC or be restrained until the end of your next
turn.
Storm Arrow: Your arrow streaks like a bolt of lightning
before emitting a loud cracking of thunder. The creature
takes 2d8 lightning damage and is knocked prone.

Swordmage 8
Elemental Attunement Table
Attunement Benefits Air Attunement Earth Attunement Fire Attunement Water Attunement
Cantrip Learned gust mold earth control flames shape water
Damage Type lightning damage type of your Arcane Weapon fire cold
1st Level Aegis Spell zephyr strike earth tremor searing smite armor of agathys
2nd Level Aegis Spell warding wind maximilian's earthen grasp scorching ray snilloc's snowball swarm
3rd Level Aegis Spell lightning bolt erupting earth fireball tidal wave
4th Level Aegis Spell storm sphere quaking swordburst (new spell) wall of fire watery sphere
5th Level Aegis Spell control winds transmute rock immolation maelstrom

Elemental Attunement Greater Planar Affinity


Choose one of the four great elemental planes: air, earth, fire, At 11th level, your affinity to your chosen planar element
or water. This element becomes your Elemental Attunement. grows stronger. You gain one of the following features. You
For each Elemental Attunement, you gain an associated can choose to gain the feature of the same type as your
damage type, learn a cantrip, and gain aegis spells as seen on Elemental Attunement or a different one.
the Elemental Attunement Table.
You can change your Elemental Attunement whenever you Air: You gain resistance to lightning and thunder damage.
gain a level in this class. When you change your Elemental Earth: Moving through nonmagical difficult terrain costs
Attunement, you replace the benefits gained from your you no extra movement, and you gain a burrow speed
previous attunement to the benefits gained by your new equal to your walking speed.
attunement. Fire: You gain fire resistance and spells that you cast
ignore fire resistance.
Aegis Water: You gain resistance to cold damage. When you
When you take this archetype at 3rd level, you gain the damage a creature with a spell that's not a cantrip, you
following Aegis option: can pull or push the creature up to 10 feet.
Aegis of Elements: As a bonus action you can activate this Planar Convergence
Aegis to empower your blade with elemental fury. Your When you reach 15th level, when you activate your aegis,
weapon attacks deal an additional 1d6 damage. The damage planar energy converges on you. You gain one of the following
type is determined by your Elemental Attunement. features. You can choose to gain the feature of the same type
At 15th level of this class, the additional damage increases as your Elemental Attunement or a different one.
to 1d8. Your Aegis lasts for 1 minute, ending early if you fall
unconscious or die. Air: While your Aegis is active, and when you are
subjected to an effect that allows you to make a Dexterity
Elemental Studies saving throw to take only half damage, you instead take no
Starting at 3rd level, you are an expert on the elemental damage if you succeed on the saving throw, and only half
planes. You can speak, read, and write Primordial. You have damage if you fail.
advantage on Intelligence checks to investigate and recall Earth: When you activate your Aegis, you gain the
information about the elemental planes and the creatures toughness of mountains. You gain temporary hit points
that inhabit those planes. equal to your Swordmage level plus your Intelligence
modifier (minimum of 1).
Planar Affinity Fire: While your Aegis is active, and when you make a
Starting at 7th level, you gain one of the following features. weapon attack from Blade Magic, the attack deals
You can choose to gain the feature of the same type as your additional fire damage equal to 1d8 per level of the spell
Elemental Attunement or a different one. cast.
Air: Your speed increases by 10 feet and you gain Water: While your Aegis is active, when you hit a creature
proficiency in Dexterity saving throws. of a large or smaller size with a melee weapon attack or
Earth: Your hit point maximum increases by a number damage them with a spell from the Water Attunement
equal to your swordmage level and increases by 1 again Aegis Spells, they must succeed on a Strength saving
whenever you gain a level in this class. Whenever you throw against your swordmage spell save DC or be
make a Strength (athletics) check, you gain a bonus to the knocked prone.
check equal to your proficiency bonus.
Fire: You add your proficiency bonus to one damage roll
of any spell that you cast that deals fire damage.
Water: You gain a swim speed equal to your walking
speed, can breathe underwater, and you gain darkvision
out to a range of 120 feet. If you already have darkvision
from your race, its range increases by 60 feet.
9 Swordmage
Elemental Avatar Punisher: When you see a creature within 30 feet of you
At 20th level, you can temporarily transform into an avatar of attack your warded ally, you can use your reaction to
your chosen element. As a bonus action or as part of your teleport to an unoccupied space adjacent to the attacker
bonus action to activate your Aegis, you can also activate your and make one weapon attack against the creature.
Elemental Avatar, which lasts for 1 minute or until you fall On later turns, you can use a bonus action to change your
unconscious. Once you use this feature, you can't use it again warded target to another ally within 60 feet of you that you
until after a long rest. You gain one of the following can see. Your Aegis lasts for 1 minute, ending early if you fall
Elemental Avatars. You can choose to gain the feature of the unconscious or die.
same type as your Elemental Attunement or a different one.
Air Avatar: You become a living storm. You gain a fly Vigilant Guardian
speed of 60 feet. As a bonus action, you can shoot a bolt of At 3rd level, your defensive training emphasizes sturdy
lightning at a creature within 60 feet of you. Make a protection and constant vigilance. You gain proficiency with
ranged spell attack roll against the creature. On a hit, the heavy armor.
target takes 4d10 lightning damage and you can teleport You can also mark an area under your protection. You can
to an unoccupied space adjacent to them. cast the alarm spell without expending a spell slot. You can
Earth Avatar: Your skin hardens to stone. You gain use this feature a number of times equal to your proficiency
resistance to bludgeoning, piercing, and slashing damage. bonus. When you finish a long rest, you regain all expended
When you hit a creature with a melee weapon attack, they uses.
must succeed a Strength saving throw against your Aegis Spells
swordmage spell save DC or become restrained until the You gain aegis spells at the swordmage level listed below.
end of your next turn as they are encased in stone.
Fire Avatar: Your form becomes writhing flames. You Guardian Spells
gain immunity to fire damage. You also create an aura of Swordmage Level Spells
flames around you in a 15-foot radius. Any creature of
your choice that enters the aura for the first time or starts 3rd ensnaring pull (new spell)
their turn in your aura takes 4d8 fire damage. 5th warding bond
Water Avatar: You assume a watery form that is difficult
to pin down. You are under the effects of the freedom of 9th dispel magic
movement spell. When you take damage, you can use your 13th dimensional vortex (new spell)
reaction to reduce the damage by 4d8 and teleport 30 feet 17th wall of force
to an unoccupied space that you can see.
Guardian Abjuring Beacon
Swordmages choosing this archetype focus on protecting Starting at 7th level, as an action, you can create a 10-foot
others from harm through abjuration magic. Guardians radius beacon of abjuration magic within 30 feet of you that
normally serve as elite guards for rulers or are wandering lasts for 1 minute. You can move the beacon 30 feet as a
swordsmen defending the innocent. bonus action on your turn. The beacon has one of the
following effects depending on your Guardian Role:
Guardian Role Defender: You and any friendly creatures within the
Each Guardian chooses to be either a defensive or aggressive beacon's area gain a +2 bonus to their AC and saving
protector. Choose one of the following Guardian Roles: throws. When you reach 15th level of this class, the bonus
Defender or Punisher. The role you choose affects your Aegis increases to +3.
and features of this archetype. Punisher: If a creature hits you or a friendly creature with
You can change your Guardian Role whenever you finish a an attack while the attacked creature is within the
short or long rest, provided you have your Arcane Weapon in beacon's area, the attacked creature can use their reaction
hand. to make the attacker take force damage. The damage
taken equals half of the attack's damage (rounded down).
Aegis
When you take this archetype at 3rd level, you gain the Once you use this feature, you can't use it again until after a
following Aegis option: short or long rest.
Aegis of the Guardian: As a bonus action, you can activate
this Aegis and then ward an ally within 60 feet of you that you Guardian Bond
can see. Depending on your Guardian Role, you gain one of When you reach 11th level, you learn a ritual to magically
the following reactions: bind yourself to another person to better protect them. You
perform the ritual over the course of 1 hour, which can be
Defender: When you see your warded ally hit by an attack done during a short rest. The person must be within your
and they are within 30 feet of you, you can use your reach throughout the ritual, and must be willing. After the
reaction to create a magical shield surrounding them, and ritual is concluded, you can sense the location of the chosen
you halve the attack's damage (rounded down) against person as long as they are on the same plane of existence as
them. you. You can sense when the person is damaged, affected by a
hostile magical effect, or killed.

Swordmage 10
As a bonus action, you can teleport to an unoccupied space Aegis Spells
adjacent to your bound person as long as they are on the You gain aegis spells at the swordmage level listed below.
same plane of existence as you. Teleporting in this way
consumes the magic of the bond, ending the connection Inquisitor Spells
between the two of you. Swordmage Level Spells
If you attempt to bond with another person, you must break 3rd detect evil and good
your current bond.
5th detect thoughts
Stalwart Protector 9th dispel magic
At 15th level, your Aegis grows in strength, and your Aegis
gains a benefit depending on your Guardian Role: 13th banishment
17th scrying
Defender: When you use your Aegis reaction, you can
choose to teleport your warded ally up to 30 feet to an
unoccupied space that you can see. The teleportation fails Eyes of the Inquisitor
if your warded ally is unwilling to teleport. At 3rd level, you can cast the detect magic spell without
Punisher: When you use your Aegis reaction, you can cast expending a spell slot.
a cantrip in place of making a weapon attack. You can use this feature a number of times equal to your
proficiency bonus. When you finish a long rest, you regain all
Mass Ward expended uses.
When you reach 20th level, as a bonus action or as part of
your bonus action to activate your Aegis, you can create Investigator's Insight
powerful magical shields around you and a number of allies Beginning at 7th level, you have an uncanny intuition after
up to your Intelligence modifier (minimum of 1). All shielded investigating the hidden and obscure. Whenever you make a
creatures gain temporary hit points equal to 20 plus your Wisdom (Insight) check, you gain a bonus to the check equal
Intelligence modifier. to your proficiency bonus.
If a creature damages a shielded creature while the Your experience with hostile magic causes you to gain
shielded creature has these temporary hit points, the proficiency in Wisdom saving throws. If you already have this
attacking creature takes force damage equal to the total proficiency, you instead gain proficiency in Charisma saving
temporary hit points gained. throws.
Once you use this feature, you can't use it again until after a
long rest. Discern Weakness
At 11th level, you can use your knowledge of supernatural
Inquisitor entities to quickly deduce a foe's weak points. As a bonus
The inquisitor takes on the dangerous role of hunting and action, choose a creature within 60 feet of you. Make an
slaying evil arcane entities, be they wielders of dark magic or Intelligence (Investigation) check contested by the target's
powerful otherworldly creatures. Inquisitors are equipped Charisma (Deception) check. On a success, you learn
with ways to track, attack, and guard themselves from whether the creature has any damage immunities,
menacing foes. resistances, or vulnerabilities and what they are. You also
have advantage on attack rolls against the target until the end
Aegis of your turn.
When you take this archetype at 3rd level, you gain the Once you use this feature successfully on a creature, you
following Aegis option: can't use it again on them for one hour.
Aegis of the Hunter: As a bonus action, you can activate Spell Catcher
this Aegis and then mark a creature within 60 feet of you that Starting at 15th level, you redirect harmful magic to
you can see. The first time each turn that you hit the marked invigorate yourself. You gain resistance to damage from
target with a melee weapon attack, it takes an extra 1d6 force spells.
damage. When you use your reaction from Aegis of the Hunter and
If your marked target uses a spell or magical effect against succeed on the saving throw, you siphon off some of the
you that forces you to make a saving throw, you can use your magic. You gain temporary hit points equal to 1d8 plus your
reaction to give yourself advantage on the saving throw. Intelligence modifier (minimum of 1).
As a bonus action, you can change the marked target to
another creature within 60 feet of you that you can see. Your Antimagic Zone
Aegis lasts for 1 minute, ending early if you fall unconscious At 20th level, as a bonus action or as part of your bonus
or die. action to activate your Aegis, you can create a 10-foot radius
zone of antimagic, as in the antimagic field spell, within 30
feet of you that lasts for 1 minute. You can move the
antimagic zone 30 feet as a bonus action on your turn.
Once you use this feature, you can't use it again until after a
long rest.

11 Swordmage
Meteor Knight You can use this feature a number of times equal to your
proficiency bonus. You regain expended uses when you finish
Swordmages that become Meteor Knights study the esoteric a long rest.
magic of dunamancy, specifically concerning the
manipulation of gravity. Fascinated by celestial bodies, these Controlled Descent
swordmages channel the powers of the stars to keep foes in At 15th level, you utilize your mastery of dunamancy to
their orbit of destruction. escape dangers that would threaten others. When you fall,
you take no falling damage and can land on your feet.
Aegis Also, when you fall from a height of more than 10 feet, and
When you take this archetype at 3rd level, you gain the have a use of your Star Fall feature, you can use Star Fall,
following Aegis option: except you rapidly fall instead of teleporting. At the end of the
Aegis of Gravity: As a bonus action, you can activate this fall, the fiery explosion of Star Fall emanates from the space
Aegis to infuse yourself with the strength of the stars. For the you land in.
duration of this Aegis, you gain advantage on Strength
(Athletics) and Dexterity (Acrobatics) checks. Gravitational Pull
Also, when a creature within 30 feet of you that you can Beginning at 20th level, as a bonus action or as part of your
see moves, you can use your reaction to force the creature to bonus action to activate your Aegis, you create a heavy
make a Strength saving throw against your spell save DC. On gravitational pull in a 30 feet aura centered on you for 1
a failure, the creature's speed drops to 0 until the start of minute. The area inside the aura is difficult terrain for
their next turn. This stops any movement they may have been creatures of your choosing. Any creature of your choosing
taking. Your Aegis lasts for 1 minute, ending early if you fall that starts their turn inside the aura must make a Strength
unconscious or die. saving throw. On a failure, the creature takes 4d6
bludgeoning damage and is pulled to an unoccupied space
Aegis Spells adjacent to you. On a success, the creature takes half damage
You gain aegis spells at the swordmage level listed below. and isn't pulled.
Meteor Knight Spells Once you use this feature, you can't use it again until you
Swordmage Level Spells
finish a long rest.
3rd
5th
magnify gravity
immovable object
Multiclassing
When you advance in level, and with your DM's permission,
9th melf's minute meteors you may take the option to multiclass into a swordmage. You
13th gravity sinkhole must meet the following prerequisites to qualify for a
17th destructive wave (radiant only)
swordmage.

Student of the Stars


Prerequisites
At 3rd level you manipulate your density to withstand more You need a 13 Intelligence, and a 13 Strength or 13 Dexterity.
weight than normal. You gain proficiency with heavy armor
and cartographer's tools. You count as one size larger when Proficiencies
determining your carrying capacity and the weight you can When you first multiclass into swordmage, you gain only
push, drag, or lift. proficiency in simple weapons, martial weapons, light armor,
and medium armor.
Star Fall
Starting at 7th level, you can teleport towards an area in a Spell Slots
fiery explosion reminiscent of a meteor. As a bonus action, When determining spell slots, you add one half (rounded up)
you can teleport up to 60 feet to an unoccupied space that of your swordmage levels to the levels of your other classes
you can see. Each creature within 10 feet of the space you as described on page 164 of the Player's Handbook. Use the
teleport to must make a Strength saving throw against your resulting total to determine your spell slots by consulting the
spell save DC. On a failure, a creature takes 2d8 fire damage Multiclass Spellcaster table on page 165 of the Player's
and is knocked prone. On a success, a creature takes half as Handbook.
much damage and isn't knocked prone.
At 15th level of this class, the damage increases to 4d8.
Once you use this feature, you can't use it again until you
finish a short or long rest.
Solar Flare
When you reach 11th level, your fiery magic flashes like a
star. When you use Star Fall or cast a spell that deals fire or
radiant damage, choose one creature damaged by your Star
Fall or spell. The creature must succeed on a Constitution
saving throw against your swordmage spell save DC or be
blinded until the end of your next turn.

Swordmage 12
Optional Class Features Extra Attack
This section offers additional features that you can gain as a 5th-level swordmage feature, which replaces the Greater
swordmage. Unlike the earlier features, you don't gain the Blade Magic feature
features here automatically. Consulting with your DM, you You can attack twice, instead of once, whenever you take
decide whether to gain a feature in this section if you meet the Attack action on your turn. Moreover, you can cast one of
the level requirement noted in the feature's description. your cantrips in place of one of those attacks.
These features can be selected separately from one another;
you can use one, both, or none of them. Feats
A new feat for you to use in the style of Tasha's Cauldron of
Alternative Swordmage Spells Everything.
1st-level swordmage feature
If your DM doesn't allow homebrew spells, then replace the Swordmage Initiate
homebrew spells from the swordmage spell list with the You have spent time studying how to blend magic into your
following spells. swordplay.
1st Level Spells You learn one cantrip of your choice from the swordmage
Searing Smite spell list, and you learn one 1st-level spell of your choice
Thunderous Smite from that list. Intelligence is your spellcasting ability for
Wrathful Smite these spells.
Zephyr Strike You can cast this feat's 1st-level spell without a spell slot,
2nd Level Spells and you must finish a long rest before you can cast it in
this way again. You can also cast the spell using any spell
Branding Smite slots you have.
Scorching Ray You gain proficiency with one type of simple or martial
Snilloc's Snowball Swarm weapon of your choice, and you can use that type of
Warding Wind weapon as a spellcasting focus for any spell you cast that
3rd Level Spells uses Intelligence as its spellcasting ability.
Blinding Smite
Fireball
Lightning Bolt
Sleet Storm
4th Level Spells
Ice Storm
Staggering Smite
Storm Sphere
Wall of Fire
5th Level Spells
Banishing Smite
Cone of Cold
WWall of Light
Bloodline Warrior
1st-level swordmage feature
The magic you harness is innate, arcane energy infused in
your body from a supernatural bloodline or other strange
magical origin. The swordmage class is changed in the
following ways:
Your spellcasting ability becomes Charisma instead of
Intelligence.
For any swordmage class feature or subclass feature you
gain that references your Intelligence modifier, instead the
feature uses your Charisma modifier.
The multiclassing prerequisites for the swordmage class
becomes a 13 Charisma, and a 13 Strength or 13
Dexterity.

13 Swordmage
mirror image
Swordmage Spell List misty step
The list is organized by spell level, not character level. Bold predictive blade
spells are new spells detailed at the end of this document. see invisibility
If your DM does not approve of the new spells, then replace shadow blade
the New spells with the Alternative Swordmage Spells that shatter
are listed on the previous page. synaptic strike
3rd Level
Cantrips (0 Level) blade storm
acid splash blink
arcing weapon counterspell
blade ward dimensional retaliation
booming blade dispel magic
burning weapon elemental weapon
caustic weapon flaming swordburst
fire bolt fly
freezing weapon frigid strike
frostbite haste
greenflame blade protection from energy
light spirit shroud
lightning lure thunder step
mage hand withering strike
mending
message 4th Level
mind weapon banishment
poison spray dimension door
prestidigitation dimensional vortex
protective blade festering blade
ray of frost fiery charge
shocking grasp fire shield
stone weapon quaking swordburst
swordburst stoneskin
true strike 5th Level
vampiric weapon far step
1st Level nightmare swordburst
absorb elements prismatic blade
burning hands shocking blade
chromatic orb steel wind strike
corrosive swordburst teleportation circle
detect magic time warp
ensnaring pull
expeditious retreat
feather fall
ice knife
identify
mage armor
magic missile
protection from evil and good
shield
slowing strike
thunderwave
venomous strike
2nd Level
blur
darkness
darkvision
enhance ability
enlarge/reduce
electrifying swordburst
far strike
isolating strike
magic weapon
Swordmage 14
Caustic Weapon
Greenflame/Booming Blade Evocation cantrip
Greenflame Blade and Booming Blade are Casting Time: 1 action
controversial spells that have the potential to deal a Range: range of your weapon
lot of damage for cantrips, especially in Components: V, M (a weapon)
combination with Blade Magic. If your DM is
uncomfortable with these spells and ok with
Duration: instantaneous
homebrew spells, then substitutions are available As part of the action used to cast this spell, you must make
to achieve the same fire and storm themes. an attack with a weapon against one creature within your
The alternative to Greenflame Blade is Burning weapon's range, otherwise the spell fails. On a hit, the target
Weapon, and the alternative to Booming Blade is suffers the attack's normal effects, and corrosive acid burns
Arcing Weapon. Instead of very strong conditional the target until the start of your next turn. While the acid
damage, these new weapon cantrips have smaller, burns, the target can use its action to remove the acid
immediate rider effects. otherwise the target takes 1d4 acid damage at the end of
their next turn.
At 5th level, the attack deals extra acid damage to the target
equal to 1d8 for a melee weapon or 1d6 for a ranged weapon,
New Spells and increases to 2d8 or 2d6 at 11th level, and 3d8 or 3d6 at
17th level. Also, the burning damage to the target increases to
These new spells are a mix of original ideas and adaptations 1d6 at 5th level, 1d8 at 11th level, and 1d10 at 17th level.
of the 4E swordmage powers. Per your DM's discretion, you
can easily add these spells to the spell lists of other classes. Freezing Weapon
Evocation cantrip
Cantrips Casting Time: 1 action
Arcing Weapon Range: range of your weapon
Evocation cantrip Components: V, M (a weapon)
Casting Time: 1 action Duration: 1 round
Range: range of your weapon As part of the action used to cast this spell, you must make
Components: V, M (a weapon) an attack with a weapon against one creature within your
Duration: instantaneous weapon's range, otherwise the spell fails. On a hit, the target
As part of the action used to cast this spell, you must make suffers the attack's normal effects, and your weapon covers
an attack with a weapon against one creature within your the target in frost. The creature subtracts a d4 from their next
weapon's range, otherwise the spell fails. On a hit, the target attack roll until the start of your next turn.
suffers the attack's normal effects, and you can choose to At 5th level, the attack deals extra cold damage to the
have crackling electricity leap from the target to another target equal to 1d8 for a melee weapon or 1d6 for a ranged
creature within 15 feet of the target. The second target takes weapon. The damage roll increases to 2d8 or 2d6 at 11th
1d4 lightning damage. level, and 3d8 or 3d6 at 17th level.
At 5th level, the attack deals extra lightning damage to the
first target equal to 1d8 for a melee weapon or 1d6 for a Mind Weapon
ranged weapon, and increases to 2d8 or 2d6 at 11th level, Enchantment cantrip
and 3d8 or 3d6 at 17th level. Also, the damage to the second Casting Time: 1 action
target increases to 1d6 at 5th level, 1d8 at 11th level, and Range: range of your weapon
1d10 at 17th level. Components: V, M (a weapon)
Duration: 1 round
Burning Weapon As part of the action used to cast this spell, you must make
Evocation cantrip an attack with a weapon against one creature within your
Casting Time: 1 action weapon's range, otherwise the spell fails. On a hit, the target
Range: range of your weapon suffers the attack's normal effects, and psychic energy
Components: V, M (a weapon) assaults their mind. The creature subtracts a d4 from their
Duration: 1 round next ability check until the start of your next turn.
As part of the action used to cast this spell, you must make At 5th level, the attack deals extra psychic damage to the
an attack with a weapon against one creature within your target equal to 1d8 for a melee weapon or 1d6 for a ranged
weapon's range, otherwise the spell fails. On a hit, the target weapon. The damage roll increases to 2d8 or 2d6 at 11th
suffers the attack's normal effects, and magical fire from your level, and 3d8 or 3d6 at 17th level.
weapon burns the target's defenses until the start of your
next turn. The next attack against the target before then, adds
a d4 to the attack roll, and the spell ends.
At 5th level, the attack deals extra fire damage to the target
equal to 1d8 for a melee weapon or 1d6 for a ranged weapon.
The damage roll increases to 2d8 or 2d6 at 11th level, and
3d8 or 3d6 at 17th level.

15 Swordmage
Protective Blade 1st Level Spells
Abjuration cantrip Corrosive Swordburst
Casting Time: 1 action 1st level evocation
Range: range of your weapon
Components: V, M (a weapon) Casting Time: 1 action
Duration: 1 round Range: Self (10-foot radius)
As part of the action used to cast this spell, you must make Components: V, M (a weapon)
a melee attack with a weapon against one creature within the Duration: Instantaneous
spell's range, otherwise the spell fails. On a hit, the target You slam your blade into the ground and burning acid
suffers the attack's normal effects, and it becomes sheathed bursts forth around you. Each creature within range, other
in abjuring energy until the start of your next turn. If the than you, must make a Dexterity saving throw. On a failed
target willingly attacks a creature other than you before then, save, the creature takes 3d6 acid damage and half as much
the attack is made with disadvantage, and the spell ends. damage on a successful save.
At 5th level, the melee attack deals an extra 1d8 force At Higher Levels: When you cast this spell using a spell
damage to the target. The damage roll increases by 1d8 at slot of 2nd level or higher, the damage increases by 1d6 for
11th level and 17th level. each slot level above 1st.
Stone Weapon Ensnaring Pull
Abjuration cantrip 1st level conjuration
Casting Time: 1 action Casting Time: 1 action
Range: range of your weapon Range: 30 ft
Components: V, M (a weapon) Components: V, M (a weapon)
Duration: 1 round Duration: Instantaneous
As part of the action used to cast this spell, you must make You pull a distant foe through dimensional space to be
an attack with a weapon against one creature within the struck by your blade. As an action, choose a creature within
spell's range, otherwise the spell fails. On a hit, the target 30 feet of you and they must succeed a Wisdom saving throw.
suffers the attack's normal effects, and you are covered in If they fail, you teleport the creature to an unoccupied space
stony armor. You gain a 1d4 bonus to AC until the start of adjacent to you, and you can make one melee weapon attack
your next turn. If you are attacked before then, the spell ends against it. The spell fails if there is no unoccupied space
after the attack is made, and the stony armor crumbles. adjacent to you or if you teleport the creature to a space not
At 5th level, the attack deals extra bludgeoning damage to on the ground or not on a floor.
the target equal to 1d8 for a melee weapon or 1d6 for a At Higher Levels: When you cast this spell using a spell
ranged weapon. The damage roll increases to 2d8 or 2d6 at slot of 2nd level or higher, the range of the spell increases by
11th level, and 3d8 or 3d6 at 17th level. 15 feet.
Vampiric Weapon
Necromancy cantrip Slowing Strike
1st level transmutation
Casting Time: 1 action
Range: range of your weapon Casting Time: 1 bonus action
Components: V, M (a weapon) Range: Self
Duration: 1 round Components: V, M (a weapon)
As part of the action used to cast this spell, you must make Duration: Concentration, up to 1 minute
an attack with a weapon against one creature within the The next time you hit a creature with a weapon attack
spell's range, otherwise the spell fails. On a hit, the target before this spell ends, you slow down time around them, and
suffers the attack's normal effects, and you sap their life the target must succeed on a Wisdom saving throw or be
force. You gain 1d4 temporary hit points. The temporary hit affected by this spell until the spell ends.
points disappear at the start of your next turn. The affected target's speed is halved, it takes a −2 penalty
At 5th level, the attack deals extra necrotic damage to the to AC and Dexterity saving throws, and it can't use reactions.
target equal to 1d8 for a melee weapon or 1d6 for a ranged On its turn, it can use either an action or a bonus action, not
weapon, and increases to 2d8 or 2d6 at 11th level, and 3d8 or both. Regardless of the creature's abilities or magic items, it
3d6 at 17th level. Also, the temporary hit points gained can't make more than one melee or ranged attack during its
increases to 1d6 at 5th level, 1d8 at 11th level, and 1d10 at turn.
17th level. If the creature attempts to cast a spell with a casting time
of 1 action, roll a d20. On an 11 or higher, the spell doesn't
take effect until the creature's next turn, and the creature
must use its action on that turn to complete the spell. If it
can't, the spell is wasted.
The tarrget affected by this spell can make another
Wisdom saving throw at the end of each of its turns. On a
successful save, the effect ends for it.

Swordmage 16
Venomous Strike The next time you hit a creature with a weapon attack
1st level evocation before this spell ends, your weapon crackles with
dimensional power, and the attack deals an extra 2d6 force
Casting Time: 1 bonus action damage to the target. Additionally, the target must succeed on
Range: Self a Wisdom saving throw or be teleported to an unoccupied
Components: V, M (a weapon) space up to 30 feet away from you. That space must be on the
Duration: Concentration, up to 1 minute ground or on a floor.
The next time you hit a creature with a weapon attack Predictive Blade
before this spell ends, you coat your weapon with toxic 2nd level divination
poison, and the attack deals an extra 1d6 poison damage to
the target. Additionally, the target must succeed on a Casting Time: 1 bonus action
Constitution saving throw or be poisoned until the spell ends. Range: Self
At the end of each of its turns, the target can make another Components: V, M (a weapon)
Constitution saving throw. On a success, the spell ends on the Duration: Concentration, up to 1 minute
target.
You glimpse into the future to see how your foes react
2nd Level Spells before they do. You have advantage on weapon attack rolls
until this spell ends.
Electrifying Swordburst When the spell ends, your mind staggers from mental
2nd level evocation overload, and you have disadvantage on weapon attack rolls
Casting Time: 1 action until the end of your next turn.
Range: Self (10-foot radius) Synaptic Strike
Components: V, M (a weapon) 2nd level enchantment
Duration: Instantaneous
Empowering your blade with crackling electricity, you hold Casting Time: 1 bonus action
your weapon aloft as lightning strikes out at your surrounding Range: Self
foes. Each creature within range, other than you, must make Components: V, M (a weapon)
a Dexterity saving throw. On a failed save, the creature takes Duration: Concentration, up to 1 minute
3d8 lightning damage and it can't take reactions until the The next time you hit a creature with a weapon attack
start of its next turn. On a successful save, the creature takes before this spell ends, your weapon strikes with mind altering
half as much damage and can take reactions. The creature magic, and the attack deals an extra 2d6 psychic damage to
has disadvantage on the saving throw if they are wearing the target. Additionally, the target must succeed on an
armor made of metal. Intelligence saving throw or have muddled thoughts until the
At Higher Levels: When you cast this spell using a spell spell ends. During that time, whenever the target makes an
slot of 3rd level or higher, the damage increases by 1d8 for attack roll, ability check, or Constitution saving throw to
each slot level above 2nd. maintain concentration, the target must roll a d6 and subtract
the number rolled from the roll.
Far Strike At the end of each of its turns, the target can make another
2nd level conjuration Intelligence saving throw. On a success, the spell ends on the
Casting Time: 1 action target.
Range: 120 ft 3rd Level Spells
Components: V, M (a weapon)
Duration: Instantaneous Blade Storm
You create a temporary portal next to a distant foe to strike 3rd level evocation
at them with your blade. Choose a creature within 120 feet of Casting Time: 1 action
you and you can make one melee weapon attack against Range: Self (30-foot cone)
them. The attack deals an extra 2d6 force damage to the Components: V, M (a weapon)
target. Duration: Instantaneous
Isolating Strike You swing your weapon creating magical duplicates that
2nd level conjuration strike at all foes. Each creature you choose within the area
must make a Dexterity saving throw. A creature takes 6d6
Casting Time: 1 bonus action force damage on a failed save, or half as much damage on a
Range: Self successful one.
Components: V, M (a weapon) At Higher Levels: When you cast this spell using a spell
Duration: Concentration, up to 1 minute slot of 4th level or higher, the damage increases by 1d6 for
each slot level above 3rd.

17 Swordmage
Dimensional Retaliation Withering Strike
3rd level conjuration 3rd level necromancy
Casting Time: 1 reaction, which you take when you take Casting Time: 1 bonus action
damage from a ranged attack within 60 ft of you Range: Self
Range: 60 ft Components: V, M (a weapon)
Components: V, M (a weapon) Duration: Concentration, up to 1 minute
Duration: Instantaneous The next time you hit a creature with a weapon attack
You teleport to an unoccupied space within 5 feet of the before this spell ends, your weapon crackles with life
creature that attacked you. You can then make one melee draining energy, and the attack deals an extra 3d8 necrotic
weapon attack against the creature. On a hit, the attack deals damage to the target. Additionally, the target must succeed on
an additional 3d8 force damage. a Constitution saving throw or the target deals only half
damage with weapon attacks that use Strength until the spell
Flaming Swordburst ends.
3rd level evocation At the end of each of its turns, the target can make another
Constitution saving throw. On a success, the spell ends on the
Casting Time: 1 action target.
Range: Self (20-foot radius)
Components: V, M (a weapon) 4th Level Spells
Duration: Instantaneous
Dimensional Vortex
Raging fire bursts from your blade to engulf your foes in an 4th level conjuration
inferno. Each creature within range, other than you, must
make a Dexterity saving throw. On a failed save, the creature Casting Time: 1 reaction, which you take when you see a
takes 4d6 fire damage and is burning. On a successful save, a creature within 60 ft of you attack you or a friendly
creature takes half the damage and isn't burning. While a creature
target is burning, it takes 2d6 fire damage at the start of its Range: 60 ft
turn. At the end of each of its turns, the target can make Components: V, M (a weapon)
another Dexterity saving throw. On a success, the burning Duration: Instantaneous
ends on the target. You interrupt a creature's attack by warping space with
At Higher Levels: When you cast this spell using a spell your blade, causing your foe to appear a short distance away
slot of 4th level or higher, the initial damage increases by 1d6 and unleash its attack elsewhere. The creature must succeed
for each slot level above 3rd. a Wisdom saving throw or be teleported to an unoccupied
Frigid Strike space up to 60 feet away from their original location. That
3rd level evocation space must be on the ground or on a floor. The creature then
makes their attack against another creature of your choosing
Casting Time: 1 bonus action within range. If there is no creature within range, the attack
Range: Self is expended.
Components: V, M (a weapon)
Duration: Concentration, up to 1 minute Festering Blade
4th level necromancy
The next time you hit a creature with a weapon attack
before this spell ends, your weapon chills with elemental Casting Time: 1 bonus action
frost, and the attack deals an extra 3d8 cold damage to the Range: Self
target. Additionally, the target must succeed on a Constitution Components: V, M (a weapon)
saving throw or be restrained until the spell ends. Duration: Concentration, up to 1 minute
A creature restrained by the frost can use its action to The next time you hit a creature with a weapon attack
make a Strength or Dexterity check (its choice) against your before this spell ends, your weapon darkens with necrotic
spell save DC. On a success, it frees itself and the spell ends. power, and the attack deals an extra 4d8 necrotic damage to
the target. Additionally, the target must succeed on a
Constitution saving throw or be wounded for the spell's
duration. While wounded, hit points lost to this spell can be
regained only through a Short or Long Rest, rather than by
regeneration, magic, or any other means.
At the end of each of its turns, the target repeats the saving
throw. It takes 2d8 necrotic damage on a failed save, and the
spell ends on a successful one.

Swordmage 18
Fiery Charge Prismatic Blade
4th level evocation 5th level evocation
Casting Time: 1 action Casting Time: 1 bonus action
Range: 120 ft Range: Self
Components: V, M (a weapon) Components: V, M (a weapon)
Duration: Instantaneous Duration: Concentration, up to 1 minute
You hurl your blade and it transforms into a line of roaring Your blade shimmers in multicolor light that entails
fire 5 feet wide that extends out from you to a creature within destruction for your foes. Each time you hit a creature with a
range. Each creature in the line excluding you and the target weapon attack before this spell ends, roll a d8 to determine
must make a Dexterity saving throw, taking 4d8 fire damage which color affects it.
on a failed save, and half as much damage on a successful 1 - Red. The creature takes an additional 2d8 fire damage.
one. You then teleport to an unoccupied square within 5 feet 2 - Orange. The creature takes an additional 2d8 acid
of the target. The roaring flames transform back into your damage.
weapon and returns to your hand. You can then make one 3 - Yellow. The creature takes an additional 2d8 lightning
melee weapon attack against the target. On a hit, you deal an damage.
extra 4d8 fire damage. 4 - Green. The creature takes an additional 2d8 poison
At Higher Levels: When you cast this spell using a spell damage.
slot of 5th level or higher, the damage increases by 1d8 for 5 - Blue. The creature takes an additional 2d8 cold
each slot above 4th. damage.
6 - Indigo. The creature must make a Constitution saving
Quaking Swordburst throw or be restrained until the end of your next turn.
4th level evocation 7 - Purple. The creature must make a Constitution saving
throw or be blinded until the end of your next turn.
Casting Time: 1 action 8 - Special. The creature is affected by two colors. Roll
Range: Self (30-foot radius) twice more, rerolling any 8.
Components: V, M (a weapon)
Duration: Instantaneous Shocking Blade
You slam your weapon into the ground and seismic energy 5th level evocation
erupts from you. Each creature you choose within the area Casting Time: 1 bonus action
must make a Dexterity saving throw. On a failed save, the Range: Self
creature takes 4d8 bludgeoning damage and is knocked Components: V, M (a weapon)
prone. On a successful save, a creature takes half the damage Duration: Concentration, up to 1 minute
and isn't knocked prone. Additionally, the ground in that area
becomes difficult terrain until cleared. Each 5-foot-square The next time you hit a creature with a weapon attack
portion of the area requires at least 1 minute to clear by hand. before this spell ends, you energize your blade with crackling
At Higher Levels: When you cast this spell using a spell electricity, and the attack deals an extra 5d10 lightning
slot of 4th level or higher, the initial damage increases by 1d8 damage. Additionally, the creature must make a Constitution
for each slot level above 4th. saving throw or be stunned for the spell's duration.
At the end of each of its turns, the target can make another
5th Level Spells Constitution saving throw. On a success, the spell ends on the
Nightmare Swordburst target.
5th level enchantment Time Warp
Casting Time: 1 action 5th level transmutation
Range: Self (30-foot radius) Casting Time: 1 action
Components: V, M (a weapon) Range: Self
Duration: Concentration, up to 1 minute Components: V, M (a stopwatch or hourglass worth at
A wave of terrifying visions burst from your blade as your least 500gp)
foes see you as their worst nightmare. Each creature you Duration: Concentration, up to 1 minute
choose within the area must make a Wisdom saving throw. You warp time to speed yourself up and catch glimpses of
On a failed save, the creature takes 4d10 psychic damage and other timelines to become aware of all possibilities. For the
is frightened of you for the spell's duration. On a successful spell's duration, you have advantage on attack rolls, ability
save, a creature takes half the damage and isn't frightened. checks, and saving throws. Additionally, other creatures have
At the end of each of its turns, a frightened creature disadvantage on attack rolls against you for the duration.
repeats the saving throw and the creature is no longer When the spell ends, your body is staggered as the various
frightened on a successful save. timelines resynchronize, and you have disadvantage on attack
rolls, ability checks, and saving throws until the end of your
next turn.

19 Swordmage
Spell Parry UPDATED: Clarified that the ability has a
Changelog v9.3 => v10 limited number of uses. Its too strong of a feature with
It's been a few months and after some playtesting and time unlimited uses.
away from the class, I wanted to make some changes. This Spellsword Supreme NEW: New 18th level feature that
update is big and is meant to address two points I often get lets Swordmages always have at least one use of Blade
from people: A) the class is overtuned and gets too much Magic for every fight. Before, they got unlimited uses at
early on B) the class is too generic. On the first point, a class 20th level, but 20th level is the subclass capstones.
needs defined weaknesses. The Swordmage has either lower Furthermore, in an effort to peel back some of the class's
HP or lower AC, or both, compared to its rivals (Eldritch power, I wanted to give a slight nerf to late game
Knight and Bladesinger), but the old version's level of mobility Swordmages.
made this weakness obsolete. So I've cut away the class's Archetypes
core mobility and toned down the power level of some other
features. As mentioned before, each archetype now has a new 11th
For the last point, that is by design as like the fighter or level feature. In an effort to be concise, I'm only going to list
wizard, the Swordmage isn't meant to have as much flavor as out other changes to the subclasses.
say the Paladin or Warlock. However, since the class's flavor
is inherently bland, I want to emphasize the subclasses even Swordscholar
more. I want a 20th level Chronomancer to play and feel very Spell Echo UPDATED: With the removal of Arcane Step,
different from a 20th level Inquisitor. Your subclass provides the conjuration part of this ability was updated.
flavor and gameplay that sets you apart from Swordmages of Duplicitist
other traditions. Illusive Escape UPDATED: With the removal of Arcane
Core Features Step, this ability was updated.
Arcane Weapon UPDATED: Now lets you shine a small Eldritch Sniper
source of light from your weapon. Got to get that Elemental Arrow UPDATED: Clarified the damage
lightsaber feel increases when you reach 15th level in this class.
Arcane Step REMOVED: The classic 4E Swordmage
had plenty of teleporting abilities and I wanted to keep Elementalist
that motif alive in this class. However, the class simply had Planar Affinity UPDATED: Fire lost the resistance to fire
too much power early on with two strong features (Blade (now at 11th level) as the extra damage felt strong enough
Magic and Arcane Step) at 2nd level. After examining the of a feature on its own. For water, the pull mechanic got
Artificer, the only other half-caster that gets cantrips, they moved to 11th level and replaced by darkvision. You got to
only get one feature at 2nd level (infusions), and it's their see in the dark depths of the oceans after all.
class defining feature. For the Swordmage, Blade Magic is Planar Convergence UPDATED: Previously called
more defining for the class than Arcane Step. Despite "Greater Planar Affinity", this feature has been renamed
Arcane Step being cut, the class still has plenty of solid but otherwise functionally unchanged.
mobility options with certain subclass features and spells. Elemental Avatar UPDATED: Another renaming as the
Archetypes UPDATED: In an effort to make each old ability was called "Elemental Aspect". Avatar sounds
subclass choice more impactful, each subclass now gets a more powerful, which suits a 20th level capstone ability.
new feature at 11th level. I'm partly inspired by
KibblesTasty's design approach of making subclasses Guardian
more significant of a decision. This also alleviates the Mass Ward UPDATED: Clarified you get a minimum of
awkward gap in subclass abilities in prior versions one to the temporary HP amount regardless of your
between 7th and 15th level. Intelligence modifier.
Aegis Uses UPDATED: Each of the subclasses' aegis are Meteor Knight
impactful abilities and core to each subclass's identity. Star Fall UPDATED: Clarified the damage increases
They are comparable to a Paladin's or Cleric's Channel when you reach 15th level in this class.
Divinities. However, getting 2-3 uses of your aegis per
short rest felt too strong. Paladins after all don't get 2-3 Optional Class Features
uses of their Channel Divinities. In an effort to peel back
some of the power of the class, I removed the extra uses I added a new optional class feature to turn the class into a
of Aegis at higher levels. Charisma based class like the Eldritch Scion from Pathfinder
Favored Spell NEW: A new 10th level feature to reward a 1E. There is also a clear list of spells to use if you want to
player's playstyle without being a huge boost of power. replace the homebrew ones I made.
Dimensional Cantrip REMOVED: Replaced by the new
subclass abilities. I also made a conscious effort to limit
the Swordmage's at will mobility as Dimensional Cantrip
was basically a free disengage and minor movement every
round, which is super strong. The core of the class should
be a cast and slash gish, not teleporting. With that said,
many subclasses have higher level teleporting abilities and
many spells have teleporting, so the theme is still present,
just not in an all powerful way.
Swordmage 20

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